/Engine/Source/Runtime/Core/Public/Math/UnrealMathUtility.h
When starting from zero velocity, the maximum velocity is reached after time InSmoothingTime * 0.5
template<class T> static constexpr void CriticallyDampedSmoothing ( T & InOutValue, T & InOutValueRate, const T & InTargetValue, const T & InTargetValueRate, const float InDeltaTime, const float InSmoothingTime )